On entering the industry as a designer...
That's a loaded title -- I actually have a few other questions, too.
First, though, a small bit of my background. I will be graduating in early August with a CS degree from an accredited program. I have been coding in general since I was about 12 (21 now), and as my father is a successful systems analyst, I have often taken advice and run design ideas by him, learning a tremendous amount in the field of system design.
I have developed (with input and coding assistance from my father), from start to finish, a continuing legal education web-based seminar and financial management system. I worked for nearly a year in a (roughly) pair-programming based, .NET factory for the outdoor power equipment and food services equipment industries.
But my pride and joy is Age of the Fallen, a near-complete (at least to the point of being ready for extensive beta testing), browser-based, plugin free MUD-type game, capable of managing gameplay across a virtually unlimited number of servers. I am currently in the process of compiling the near-500 page, hand-written notebook of information, planning, ideas, research, research, and everything else remotely related to the game's development into a readable design document, which I hope to have completed within the next two weeks.
I apologize for the already lengthy post, but here's the reason I write. I am also currently a contracted member of the US Air Force ROTC program, set to commission on the same day that I graduate in August. However, while the Air Force has already been wonderful to me, I know my place is in the games industry, and I've learned of an opportunity to have my commitment forgived (or at least to commission directly as a Reserves officer), and I'm truly torn as to whether I should pursue this chance. So the first question is, should I even bother sending a resume' out (including links to both the completed game and design document) in hopes of being offered a position in game design?
The next question is this -- I will be married in about 3 months. A wonderful thing, to be sure, but between us, we've racked up about $40,000 in debt (a car, a motorcycle, and an investment), so I kind of need to have an idea of what kind of salary to expect (I need to at LEAST be able to match what the AF would be paying me, plus the costs I wouldn't have as an active duty officer -- a home, medical and dental insurance, food allowances, etc.). It doesn't seem unreasonable that the salary for a junior designer be at least $40-45k, but I can't be sure.
I certainly appreciate anyone who has the patience to even read this, much less offer some advice, but I am in great need of it, so anything that's said will help!
Blessings,
John DeLancey
[Edited by - Tlanuwa on February 7, 2006 10:12:21 PM]
A slight addendum:
I will also be working to complete project outline documents (Gantt charts, UML modeling, etc.), as well as investigating the possibility of getting certified on such products as Visio, Project, etc. (if these certifications exist). I imagine expertise on these tools would mean big bonus points, though perhaps more for producers than designers.
Thanks again for any help afforded me!
-JD
I will also be working to complete project outline documents (Gantt charts, UML modeling, etc.), as well as investigating the possibility of getting certified on such products as Visio, Project, etc. (if these certifications exist). I imagine expertise on these tools would mean big bonus points, though perhaps more for producers than designers.
Thanks again for any help afforded me!
-JD
February 08, 2006 10:02 AM
Game design is more than coming up with ideas. That's the easy part.
Better if you talk to a real game designer. Check out www.gignews.com/designers.htm. Often those guys invite you to ask questions and they provide an email link. Go for it; ask them your questions.
Better if you talk to a real game designer. Check out www.gignews.com/designers.htm. Often those guys invite you to ask questions and they provide an email link. Go for it; ask them your questions.
It's pretty tough to enter the industry as full-time designer. Most designers I know started as programmers or artists, level designers, et cetera. Some started as design interns, but you won't be getting a reasonable salary for that kind of position.
As the AP said, its more than just coming up with ideas. Gantt and UML stuff isn't used very often in the industry from my experience (certainly not by any designers I know -- sometimes you might see a programmer using it, but not often), so I don't think it will neccessarily gain you much. Game design is a lot more fluid than that.
Talking to a designer would be a good idea. Also somewhere floating around is a link to the 2005 Game Developer salary survey where you can get some information about what the typical salary for a designer is (though I don't have the link myself).
As the AP said, its more than just coming up with ideas. Gantt and UML stuff isn't used very often in the industry from my experience (certainly not by any designers I know -- sometimes you might see a programmer using it, but not often), so I don't think it will neccessarily gain you much. Game design is a lot more fluid than that.
Talking to a designer would be a good idea. Also somewhere floating around is a link to the 2005 Game Developer salary survey where you can get some information about what the typical salary for a designer is (though I don't have the link myself).
I appreciate the responses!
Thanks for the advice on the "project management" type tools -- I won't bother dropping the $160 on it for the time being.
I believe, though I may not have illustrated it well enough, that the game I've created is much more than just an idea. It was a start to finish process of designing, researching, building, testing, and (soon) deploying a multiplayer role-playing game, and I feel like I accomplished it in an unlikely medium (nothing but PHP/MySQL, javascript, and CSS) and incorporated various "outside the norm" ideas. <br><br>My work experience has tested me well in the areas of team management, team programming, conceptualization to deployment, and many other various aspects of what I believe encompasses the role of designer (of course, I may very well be entirely mistaken, wouldn't be the first time).<br><br>I'll definitely try to get in contact with some other designers -- I think that would be an excellent first (second?) step. <br><br>Thanks again for your input!<br>-JD
Thanks for the advice on the "project management" type tools -- I won't bother dropping the $160 on it for the time being.
I believe, though I may not have illustrated it well enough, that the game I've created is much more than just an idea. It was a start to finish process of designing, researching, building, testing, and (soon) deploying a multiplayer role-playing game, and I feel like I accomplished it in an unlikely medium (nothing but PHP/MySQL, javascript, and CSS) and incorporated various "outside the norm" ideas. <br><br>My work experience has tested me well in the areas of team management, team programming, conceptualization to deployment, and many other various aspects of what I believe encompasses the role of designer (of course, I may very well be entirely mistaken, wouldn't be the first time).<br><br>I'll definitely try to get in contact with some other designers -- I think that would be an excellent first (second?) step. <br><br>Thanks again for your input!<br>-JD
As said, most designers start out as something else. Entry level design positions are very few and far between.
This page touches on this issue http://bighugegames.com/jobs/industryjobtips.html at the 6th bullet point. It also talks about the typical career paths for the game industry.
This page touches on this issue http://bighugegames.com/jobs/industryjobtips.html at the 6th bullet point. It also talks about the typical career paths for the game industry.
JD,
They've given it to you straight. You likely won't get hired as a game designer given your current level of achievement (see article 14 on my site). But you might get hired as an entry-level programmer or level designer or something. Doesn't hurt to try - although, actually, given the crux you're at ("forgived" on ROTC, and about to marry, and in debt), maybe it would, I don't know. Look at the salary survey, see how that stacks up to an officer's pay. Life is going to be hard for a while whichever way you go.
Good luck!
Tom
They've given it to you straight. You likely won't get hired as a game designer given your current level of achievement (see article 14 on my site). But you might get hired as an entry-level programmer or level designer or something. Doesn't hurt to try - although, actually, given the crux you're at ("forgived" on ROTC, and about to marry, and in debt), maybe it would, I don't know. Look at the salary survey, see how that stacks up to an officer's pay. Life is going to be hard for a while whichever way you go.
Good luck!
Tom
-- Tom Sloper -- sloperama.com
February 08, 2006 12:53 PM
Quote: I believe, though I may not have illustrated it well enough, that the game I've created is much more than just an idea. It was a start to finish process of designing, researching, building, testing, and (soon) deploying a multiplayer role-playing game, and I feel like I accomplished it in an unlikely medium (nothing but PHP/MySQL, javascript, and CSS) and incorporated various "outside the norm" ideas.
I kinda understand the frustration of always starting back at the bottom of the pit and prove yourself all over again each and every time you switch industry. But writing a song and having your band sing it in public doesn't make you the next Paul McCartney. Unfortunately, studios are after the Paul McCartneys in of this world. Like producers, they make a huge difference between a big hit and a bomb and those that consistently make hits are golden. And like producers, they have huge P&L responsibilities; with large sums of invested money involved, newcomers are not welcomed. No offense, but that's the way the industry works. As others have said, you have to - *sigh* - start somewhere near the bottom and work your way up.
Thanks again, all for the advice, it has helped tremendously.
I am honestly quite torn as to where to go from here. The Air Force will afford me opportunities in graduate education and management experience unlike any other employer, and my commitment will only be 4-5 years, after all. In that time, I hope to crank out various other products, games, and designs, and from there, who knows, but it sounds like production is going to be the best route for me to take initially, if even that is possible.
So one final question, and you don't have to answer. What game company out there WOULDN'T want a guy with 4 years of experience in nuclear weaponry management and space and missile functions, plus a degree in information assurance!? I know I'd be... scared not to hire him....
Blessings,
-JD
I am honestly quite torn as to where to go from here. The Air Force will afford me opportunities in graduate education and management experience unlike any other employer, and my commitment will only be 4-5 years, after all. In that time, I hope to crank out various other products, games, and designs, and from there, who knows, but it sounds like production is going to be the best route for me to take initially, if even that is possible.
So one final question, and you don't have to answer. What game company out there WOULDN'T want a guy with 4 years of experience in nuclear weaponry management and space and missile functions, plus a degree in information assurance!? I know I'd be... scared not to hire him....
Blessings,
-JD
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